Okies,
So with all these nifty artifacts and special items on atlantic, im in kind of a wierd situation. My last thread I stated "if money was no concern", and i meant it. So with no holds barred, i wanna see how i can stretch these mods into allowing some great utility to the sampire.
I want to incorporate magery or spellweaving into my sampire template, im sure if it was super good someone would have already done it by now and it would be posted all over, hahaha, but still....
120 Swords
120 Tactics
120 Bushido
120 Parry
120 Chivalry
100 Necromancy
20 Anatomy
This is the base that I started with. So I was just thinking "oooh man, what if you could add some utility to this!" and make it even more versatile, since ive seen alot of people complain on the forums about fights getting stale and sampires using all of like 9 different keystrokes to perform.
With jewelry and gear the way they are, I started to think outside the box.
1. Magery
Magery has alot to offer. Now you cant get very high in magery, so I was thinking 60-80 skill would allow you to cast 6th-8th circle scrolls very easily. ALSO with scrolls you dont need to carry a bunch of regs (you are carrying, however, lol, a bunch of scrolls), but i mean lets run down what you get.
Magic Reflection is a HUGE, -20 physical? I found in most of my gearing that -20 was np, i was overcapped in physical from mace and shield or prismatic lense. You get 10 in each elemental resist, plus a reflection pool which can reflect stat altering effects. With magic reflection i EASILY hit 65/100/80/80/85, which makes this suit curse or corpse proof along with vampsafe.
Blade Spirits rule. They have a horrible casting time, thats the only downside, so youd have to precast. The good news is they hit fast, do decent damage, and last about 2 mins! Its extra damage to add to your own, its a good opener for a bigger fight. You can cast 2, they take 2 control slots each (your sampy takes 1)
Other spells include - Poison Field, Bless, Poison, TELEPORT, Wall of stone, Recall, Paralyze Field, and if you get into the 60 range and use scrolls you can take advantage of Invisibility, Dispel, and Mark, with a half decent chance to use gate travel. You can just carry minimal scrolls at once (10-15ish per session) and drag them to the desired hotkey in EC client as if it were the spell! ALL THIS in addition to and without subtracting from your melee damage.
Now the spells i mentioned are the utility spells, they are not meant to be cast while in the middle of combat and commencing with a combat rotation, as that will make you disarm your weapon. In EC you can cast the spell, and quickly arm the weapon you need. Spell channeling is pretty much a no-go, but clever usage with an immediate arm hotkey is the idea im looking to go with.
Heres the idea I have for this - A ring and a brace with 10 ssi/15hci. Ill imbue 15 Magery, 15 Necro on each one, with 20 Damage increase on one and 10 DCI on the other. That would look like this:
120 Swords
120 Tactics
120 Chivalry
120 Parrying
120 Bushido
70 Necromancy (100 with jewels)
50 Magery (80 magery with jewels)
So im able to add a ton of versatile utility for the price of 20 anatomy, without dipping into huge damage loss or mod loss with divine fury up, if you compare it to the template above. So i guess the main question on this front is.. is anatomy (and the potential to turn the skills into 80 anatomy vs 80 magery) ok to drop entirely for this kind of utility?
2. Spellweaving
So with spellweaving theres some interesting things you can do, ESPECIALLY for doublestrike sampires.
Immolating weapon. even with 0 focus its 10 damage per hit extra... That is pretty substantial for a double strike sampire. If youre on the high end youll hit for what? Ive seen 80-85ish x 2 strikes. Imagine 10+ damage on top per hit and per counter attack. I like this idea ALOT. It lasts an ok amount of time, too, 15 secs base and more if you have a focus.
Summon Fey seems allright, i guess it would depend on the fight youre after and if you can get focuses to cast 4 at once, but a swampy takes 1 slot so thats a quick cast for 4 pets. Attunement can shield you if you precast or if you wanna buckle up for some attack you cant avoid. Can keep gift of life up as well, if youre prone to death. Ethereal Voyage for getting into a advantageous position to start the fight as well.
Now, i havent tried spellweaving yet, on this temp, and these are just thoughts out loud. Temp would be same as the magery one, except instead of magery and necro as bonus youd take chiv and necro down.
120 Swordsmanship
120 Tactics
120 Bushido
120 Parry
90 Chivalry (120 with jewels)
70 Necromancy (100 with jewels)
80 Spellweaving
The big thing about this is the spells are expensive, so youd be using things sparingly as needed. The big thing to keep up is the immolating weapon and gift of life, and I dont know how thatll fare when youre also trying to keep up divine fury and consecrate/eoo, it seems like more added to the rotation that might not be possible.
ANYWAYS, ya, the reason i bring this up is because im looking for flaws in it, and its more possible than ever to achieve with the items that are being churned out by thunters and such, so maybe it just wasnt an option before.
Lemme know what you think, please!
So with all these nifty artifacts and special items on atlantic, im in kind of a wierd situation. My last thread I stated "if money was no concern", and i meant it. So with no holds barred, i wanna see how i can stretch these mods into allowing some great utility to the sampire.
I want to incorporate magery or spellweaving into my sampire template, im sure if it was super good someone would have already done it by now and it would be posted all over, hahaha, but still....
120 Swords
120 Tactics
120 Bushido
120 Parry
120 Chivalry
100 Necromancy
20 Anatomy
This is the base that I started with. So I was just thinking "oooh man, what if you could add some utility to this!" and make it even more versatile, since ive seen alot of people complain on the forums about fights getting stale and sampires using all of like 9 different keystrokes to perform.
With jewelry and gear the way they are, I started to think outside the box.
1. Magery
Magery has alot to offer. Now you cant get very high in magery, so I was thinking 60-80 skill would allow you to cast 6th-8th circle scrolls very easily. ALSO with scrolls you dont need to carry a bunch of regs (you are carrying, however, lol, a bunch of scrolls), but i mean lets run down what you get.
Magic Reflection is a HUGE, -20 physical? I found in most of my gearing that -20 was np, i was overcapped in physical from mace and shield or prismatic lense. You get 10 in each elemental resist, plus a reflection pool which can reflect stat altering effects. With magic reflection i EASILY hit 65/100/80/80/85, which makes this suit curse or corpse proof along with vampsafe.
Blade Spirits rule. They have a horrible casting time, thats the only downside, so youd have to precast. The good news is they hit fast, do decent damage, and last about 2 mins! Its extra damage to add to your own, its a good opener for a bigger fight. You can cast 2, they take 2 control slots each (your sampy takes 1)
Other spells include - Poison Field, Bless, Poison, TELEPORT, Wall of stone, Recall, Paralyze Field, and if you get into the 60 range and use scrolls you can take advantage of Invisibility, Dispel, and Mark, with a half decent chance to use gate travel. You can just carry minimal scrolls at once (10-15ish per session) and drag them to the desired hotkey in EC client as if it were the spell! ALL THIS in addition to and without subtracting from your melee damage.
Now the spells i mentioned are the utility spells, they are not meant to be cast while in the middle of combat and commencing with a combat rotation, as that will make you disarm your weapon. In EC you can cast the spell, and quickly arm the weapon you need. Spell channeling is pretty much a no-go, but clever usage with an immediate arm hotkey is the idea im looking to go with.
Heres the idea I have for this - A ring and a brace with 10 ssi/15hci. Ill imbue 15 Magery, 15 Necro on each one, with 20 Damage increase on one and 10 DCI on the other. That would look like this:
120 Swords
120 Tactics
120 Chivalry
120 Parrying
120 Bushido
70 Necromancy (100 with jewels)
50 Magery (80 magery with jewels)
So im able to add a ton of versatile utility for the price of 20 anatomy, without dipping into huge damage loss or mod loss with divine fury up, if you compare it to the template above. So i guess the main question on this front is.. is anatomy (and the potential to turn the skills into 80 anatomy vs 80 magery) ok to drop entirely for this kind of utility?
2. Spellweaving
So with spellweaving theres some interesting things you can do, ESPECIALLY for doublestrike sampires.
Immolating weapon. even with 0 focus its 10 damage per hit extra... That is pretty substantial for a double strike sampire. If youre on the high end youll hit for what? Ive seen 80-85ish x 2 strikes. Imagine 10+ damage on top per hit and per counter attack. I like this idea ALOT. It lasts an ok amount of time, too, 15 secs base and more if you have a focus.
Summon Fey seems allright, i guess it would depend on the fight youre after and if you can get focuses to cast 4 at once, but a swampy takes 1 slot so thats a quick cast for 4 pets. Attunement can shield you if you precast or if you wanna buckle up for some attack you cant avoid. Can keep gift of life up as well, if youre prone to death. Ethereal Voyage for getting into a advantageous position to start the fight as well.
Now, i havent tried spellweaving yet, on this temp, and these are just thoughts out loud. Temp would be same as the magery one, except instead of magery and necro as bonus youd take chiv and necro down.
120 Swordsmanship
120 Tactics
120 Bushido
120 Parry
90 Chivalry (120 with jewels)
70 Necromancy (100 with jewels)
80 Spellweaving
The big thing about this is the spells are expensive, so youd be using things sparingly as needed. The big thing to keep up is the immolating weapon and gift of life, and I dont know how thatll fare when youre also trying to keep up divine fury and consecrate/eoo, it seems like more added to the rotation that might not be possible.
ANYWAYS, ya, the reason i bring this up is because im looking for flaws in it, and its more possible than ever to achieve with the items that are being churned out by thunters and such, so maybe it just wasnt an option before.
Lemme know what you think, please!
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